Hi DeathTwister,
DeathTwister wrote:Hay I have a questain though, do you ever do walk abouts in the terrains that you make and build? I do and almost ran off the road the other day, /chuckles to self.
Not really; but my head does sometimes get carried away by programming stuff. I don't actually use L3DT much any more, other than to test that it works. I probably should take a month off from programming to just play with L3DT and get a better user perspective, but I've got a few too many things to do right now.
DeathTwister wrote:I have some skyboxes on our website as free downloads on our web site under our free textures page. All the Skyboxes we made for Torque-TGE and TSE latest builds but easy to adapt.
Cool. Care to shoot us a link? I'll add it to the useful resources section of the wiki.
DeathTwister wrote:I need to figure out your naming conventions as I didn't quite get it right last night when I tried just renaming them puppies. I got 2 that seemed to be wrong so will look at the Tut.
I think it's OpenGL's axis convention, where z is forwards, x is to the right, and y is up (I prefer y forwards, x right and z up, but that's another story). In L3DTVi2, this means that posz.jpg (positive in z direction) is the north image, negz is south, posx is east, negx is west, posy is up, and negy is down.
DeathTwister wrote:Also I noticed in the skybox folder that you don't have the number 7 graphic that is used for the reflection in the water and on surfaces. EXAMPLE is one on my download site.
Yah. L3DTVi2 doesn't do reflections, so I didn't make that image.
DeathTwister wrote:Do you plan to add that as well I hope so it goes 1-throgh 7 in the skyboxes order?
Erm. Probably not any time soon. I mean, I could make the extra image, but L3DTVi2 is not going to get reflection mapping. Unless someone wants to hack the code appropriately?
Cheers,
Aaron.